Fighter / Paladin Build, is it broken?


Advice


I am not concerned with an uber build here, I just want to know if it will be broken or not.

I will be playing a Fighter (Trip/Disarm build) in a Ptolus campaign. For some role play reasons, I am thinking about moving him to a Paladin at 6th level.

he is human

here are Ability stats at lvl 1:(i will take Cha at 4 and 8)
Str 17
Dex 14
Con 14
Int 13
Wis 10
Cha 10

Feat progression 1-10:
1.Weapon Focus (Light Flail), Combat Expertise, Imp Trip
2.Imp Disarm
3.Combat Reflex
4.Power Attack
5.Cleave
6.None (1st pally lvl
7. Greater trip
8. none
9. Greater Cleave
10.none

What I am aiming for is a medium Damage character with lots of option in combat. There is a full party, casters, existing Pally, bard and rogue. They are experienced players.


This build is woefully un-broken. You have no cha or wis to make a paladin (or stone lord) viable. Fighter makes a good dip for paladin because of feats... But those feats don't really do anything for you. I don't really know where to start.


Not broken at all.


So un-broken its not even funny. Why? Cause:

Triping sucks since it doesn't work on flying enemies & enemies 2 sizes higher.

Disarm sucks since it doesn't work on natural attacks... which is most monsters ever.

Lantern Lodge

...Its not broken if any thing id say its on the opposite end of the spectrum. Good luck.

Dark Archive

broke as in doesn't work good? yup.

broke as in over powered? only remotely close on opposite day.

Dark Archive

try less int, more cha,
take the lore warden archetype for fighter, gets combat expertise at 2nd as a bonus feat ( don't have to meet prereqs), and a bonus to cmb.

there is a feat that lets you trip when power attacking.

take power attack. YOU NEED DAMAGE.

use a horse chopper. reach trip weapon. with combat reflexes you get more aoo using reach


A build has to be judged in the context of the campaign. In a campaign where the majority of opponents are humanoid with weapons, this is a pretty strong build. Given there is a paladin with full levels of paladin this is a solid second melee combatant.

My only recommendation would be to look over some of the feats in Ultimate Combat and Ultimate Magic. Given that your character doesn't have to be the primary tank, you have the option of choosing feats that are less effective at lower levels but are prereqs for something cool later.


Thanks for the imput,

with no buffs at lvl 10 attack and damage look like this:

Attack +17 = 10(bab) + 3(str)+1 Weapon focus + 2 (magic weapon) + 1 (weapon training)

Damage 1d10+6 = 3(str)+2(magic weapon)+ 1(weapon Training)

Kinda underwhelming.

when I am fully buffed,

enlarge person +2, Bless +1, Belt of ogre str + 2, Weapon Bond +1, inspire courage +2

so that is +8 to attack and damage rolls, throw on power attack for another +8 damage (-4 attack), then smite for +5 damage at lvl 10

so fully buffed, power attacking and smiting, damage roll is:
1d10+21

I would guess that loosing the second attack is where the large decrease in damage comes into play.

looking into lore warden so I can build up cha

thanks for the tip


If you are looking for a combat assistant, try a 2hw fighter 4/ rogue (Thug) X. You will want combat expt, imp feint, vital strike, power attack, and skill focus: UMD. Maybe even some teamwork feats with the other rogue. Dial your stats back a bit like this:

Str: 14 (+2)
Dex: 12
Con: 14
Int: 13 (+1 @ 8)
Wis: 13 (+1 @ 4)
Cha: 12

Traits: blade of mercy, threatening defender.

1) F- power attack, combat expt, weapon focus (nodachi)
2) F- furious focus
3) F- Imp feint
4) F- weapon spec (nodachi)
5) R- Skill focus: UMD
6) R- *ninja trick (pressure points)*
7) R- Vital Strike
8) R-
9) R- cornugon smash

With your nodachi, str 18, wand of lead blades, imp feint + VS, and SA +3d6; you hit for 4d8 + 2d6 (1d6 of SA goes to demoralize) + 8 for 2H chop + 8 for weapon spec and power attack + 1 str/ dex dmg + super demoralization. And you crit on a 18-20 x2.

Now you have crowd control + super bite + secondary tank + rogue's best friend (flanking bud).


Not working for you?


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Of COURSE this is broken. Why? BECAUSE YOU'RE MIXING COMBAT MANEUVERS WITH BEING A PALADIN!

No honorable knight of the Holy Ones would be caught dead trying to rip a foe, let alone disarm him! That's just... just... I am flabbergasted at the dishonor you're bringing yourself! Not to mention that being a paladin is far superior to being a fighter...

Try taking more abilities to help with rushing in to fight evil, no matter the risks, no matter the stakes, just SMITE IT all the time. I'd suggest getting that paladin level first, so you can constantly make sure you're not surrounded by villainy!

I wish you luck, my friend! STAY VIGILANT!
*Rushes off on his steed to root out evil*

Silver Crusade

Be pure!

Be vigilant!

Behave!


Its not at all broken. Versus humanoids its a good solid build. If its a monster intensive campaign you're playing, such a build won't fare so well.


not broken in the slightest, although i wouldnt recommend you go paladin at all, as a good deal of what makes them paladins is reliant on CHA, such as their save bonus, LoH uses (i think), spells & DCs, smite attack and deflection AC bonus, etc.

I'd say give cavalier a shot instead maybe?

Silver Crusade

Trip it, then smash it. If it flies, then skip the trip and just smash it. Look at the build for Talos here for what I do for fun.

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